Currently grenades don't do damage in multiplayer because they spawn on the client. When throwing a grenade we should use a reliable server RPC to spawn the grenade on the server. Also we probably need the grenade actor to replicate to client so that you'll see it on clients.
Grenade logic exists in BP_GrenadeEquipment and BP_ThrownGrenade. BP_GrenadeEquipment spawns a BP_ThrownGrenade when player throws grenade.
If you'd like to move some of the grenade code to C++ go for it but keep in mind that BP_GrenadeEquipment's parent class is Equipment which is a BP class. You could move logic into a Blueprint Function Library.
Currently grenades don't do damage in multiplayer because they spawn on the client. When throwing a grenade we should use a reliable server RPC to spawn the grenade on the server. Also we probably need the grenade actor to replicate to client so that you'll see it on clients.
Grenade logic exists in BP_GrenadeEquipment and BP_ThrownGrenade. BP_GrenadeEquipment spawns a BP_ThrownGrenade when player throws grenade.
If you'd like to move some of the grenade code to C++ go for it but keep in mind that BP_GrenadeEquipment's parent class is Equipment which is a BP class. You could move logic into a Blueprint Function Library.